Surviving Mars

Surviving Mars

Better AI
Showing 1-10 of 15 entries
< 1  2 >
Update: 30 Nov, 2018 @ 6:53am

Space Race update.

Update: 27 Aug, 2018 @ 10:43am

Da Vinci update.
Passages are used last (to take a good job if no housing is available with such a job elsewhere), as to minimize workplace performance reduction.
Specialized colonists should prioritize empty "basic support buildings" (such as groceries, dinners, ... but not infirmary which is specialized) more.

Update: 22 Apr, 2018 @ 4:02am

EarthSick and StressedOut colonists now behave like seniors until they get better and can work again (that is they avoid domes with much needed workforce and/or insufficient housing)

Update: 21 Apr, 2018 @ 3:31pm

Fix dome colonists pop-up that could get stuck empty on screen.

Update: 21 Apr, 2018 @ 1:07pm

- robust limit birth to perfect amount of nusery slots (powered off nurseries do not count)
- settings for Idiots changed, check your Mod Config settings :
Idiots CAN (from cannot) work : All, Specialized, Unspecialized, None
The setting should be updated but if not or unsure, scroll through them and choose the one you want.

Update: 21 Apr, 2018 @ 10:51am

Mod config bug fixed : user settings are applied by default without the need to change them each time you start a new map or load a game.

Update: 21 Apr, 2018 @ 9:02am

Added safeguard for the global variable for backward compatibility.

Update: 21 Apr, 2018 @ 8:08am

Solved possible issue with the global variable used for migration caching and current / new games.

Update: 21 Apr, 2018 @ 5:32am

Migration caching for precise migration and worker distribution.

Update: 19 Apr, 2018 @ 12:52pm

Fix massive migrations that could occur when a lot of workers were doing jobs with a wrong specialization and a new matching workplace is built.